Comentarios

Comentario de voreo

I still want to know how CASC will affect WoW Model Viewer. As i was wanting to get into Machinima more after WoD goes live.

Comentario de Rankkor

on 2014-04-05T14:05:37-05:00

Perks should be considered a fun perk rather than a complete reworking of an ability, it's fun to see your character grow stronger with every level.\r\rBut the thing is: a flat damage increase is not really all that exciting, or fun. An example of a perk I think is great is the one for Rune Strike which makes it add a bubble to you. An example of a perk that is pretty boring is: Scourge Strike now hits harder.\r\rHow is that any different than the obsolete Spell Ranks? Spell Ranks were boring for a reason. I'd rather get new functionality baked into core skills, than flat and boring damage increases as perks.\r\rSomething like Soul Reaper having a small chance to summon a ghost to aid me in the fight. Or Crusader Strike having a chance to apply a dot.\r\rThe general philosophy is that the healers signed up for keeping the raid alive so should do most of that.\r\rI disagree. Keeping the Raid alive is just as much the job of the tanks as it is for the healers, and I do believe both specs should share the responsibility of keeping everyone protected. This is why Blood DKs have bloodworms, or why paladins have Hand of Sacrifice. We do more than just grab a boss and be a sponge for damage. Its our job to be the wall between death and other people. And I am saddened that this part of the job is now exclusive to healers.\r\rHealth Potions and Healthstones now heal for the same amount and share a cooldown\r\rhmm, does this means there will only be one type of health pot now? Or (and I think this is the more likely option) All health pots will heal you for 20% HP but to keep the different types, they only work within a certain lvl range (Like from 85 to 90)\r\rProfession bonuses that provide a direct combat benefit are largely removed, so Blacksmithing's extra sockets, Enchanting's extra enchants and so on.\r\rAww man :S I Ditched my mining, and got blacksmithing (at a great expense I may add) just so I could get those perks. Bummer.\r\rFor items such as Engineering's Rocket Boots, where they provide a considerable benefit despite not being a direct throughput buff, the current plan is to let Rocket Boots and other things like Invisibility belts be something engineers can make and sell so everyone can have them.\r\rWait a minute, hold it, hold hold hold. You mean to tell me. That engineering. Will actually. Be able.To make PROFITS?\r\rO_O the world has gone mad (not that I'm complaining =D I'm pretty thrilled about this)\r\rMelee vs. Ranged balance is an ongoing task. While it wasn't perfect, if you ignore some outliers melee vs ranged balance was pretty good in Siege of Orgrimmar.\r\rUhuh, Malkorok, Thok, and Garrosh say Hi.\r\rThey're currently discussing Army of the Dead, as it's something DKs feel is iconic\r\rSANTA MADRE DE DIOS, SI!!!!!!!!!! (HOLY MOTHER OF GOD, YES!!!!!!!!!!!!!!)\r\rI hope they reconsider. I get that they're trying to remove DPS cooldowns. I get that, I really do. I may not agree with it, but I understand what they're trying to do. And I also understand that this is not really a "nerf" because everyone is losing a lot of DPS cooldowns, its not just us. I understand that completely.\r\rBut they're going the wrong way about it. I would rather a million times they removed my Pillar of Frost, Dark Simulacrum, and Empowered Runic Weapon ANY TIME OF THE DAY, than remove my army and ghoul.\r\rThe whole point of being a DK, is to control a host of undead at your command. I would rather they reworked how army functions, lower the cooldown and damage, and add unique spec-specific mechanics to it, and make it a 3-5 min CD, and rework how the ghoul works for frost, and make THAT our 1-2min CD, and get rid of the rest.\r\rCome on, Pillar of Frost (boring AP increase.... yay?) vs COMMANDING AN ARMY OF UNDEAD WARRIORS AGAINST MY ENEMIES? Please tell me which one is even remotely more exciting and fun.

Comentario de Scilic

on 2014-04-05T14:09:04-05:00

"Draenor Perks\r\r As we suspected, Draenor Perks will be learned randomly between 91 and 100. The reason for their randomness is to provide variety, and also to remove the problem of choice, and the pressure of making the wrong choice."\r\r\rRemoving the problem of choice.... last time I knew choosing or having choice wasn't really a "problem"

Comentario de Maerlim

on 2014-04-05T14:27:56-05:00

I liked this guy.\rTbh i'd like if some core mage abilities like blizzard and fire blast were avaliable to all specs. We have these since vanilla! We don't want homogenization, but neither mono-thematic specs. I want to be able to kite using frost spells as fire\/arcane, for instance.\rIt should also be noted that Frostjaw is in a strange position now that shatter is Frost-only again. It's a silence, but weren't you guys reducing interrupts? We already have one.\rOther lame talents i'd like to see reworked: Ice Ward and Flameglow.\rObservation: Evanesce is really a defensive talent placed on a mobility tier.

Comentario de oliviadgrace

on 2014-04-05T14:41:54-05:00

"Draenor Perks\r\r As we suspected, Draenor Perks will be learned randomly between 91 and 100. The reason for their randomness is to provide variety, and also to remove the problem of choice, and the pressure of making the wrong choice."\r\r\rRemoving the problem of choice.... last time I knew choosing or having choice wasn't really a "problem"\r\rThere's more detail on this on the WoW Insider transcript -- he explains this well.

Comentario de guitar92

on 2014-04-05T18:37:38-05:00

Blizz put cds like Shadow Blades in MoP just to remove it in WoD and removing key cds like Rapid Fire and Army we gonna depend only on Bloodlust in a fight now or are you gonna remove that also ? .....

Comentario de DevilesDog

on 2014-04-05T21:19:18-05:00

Mages will bring Amplify Magic as a raid cooldown, which increases all healing received by the raid by 20% for a short duration\r\rSWEET ZOMBIE JESUS

Comentario de yuyang0224

on 2014-04-05T22:42:34-05:00

On what basis does the develop team decide one class should have more CC while another one has less? For example, remove Blind of Light, a 2 min cc of paladin, a class only with modest ccs, while classes like warrior and rogue who have the most powerful cc abilities untouched.

When talking "other role should not usurp healer's duty to secure the survival of raid member" and removing lots of certain ability from non-healer role, like Devotion Aura of RET and PRO, what is the logic to add Amplify Magic for mage?

Comentario de Azrile

on 2014-04-05T23:28:09-05:00

As always, whenever the devs give a really nuts-n-bolts type interview, I am glad they are developing the game and not forum posters.

Comentario de DevilesDog

on 2014-04-05T23:40:17-05:00

what is the logic to add Amplify Magic for mage?

Because Mages brought the least to a raid (TW does not count as everyone and their dog can bring Hero), Pallys still have hands. Pallys still bring a lot of off-healing (especially prot), and Mages had Amplify Magic before Cata so re-adding it is the better way to say it, but take into account this is still an Alpha so stop getting butthurt over information that is liable to change in the blink of an eye.

Who knows, AM might change to affect damage instead of\/as well as healing (like it used to)

Comentario de Xinfinity

on 2014-04-06T06:37:37-05:00

Hopefully at least Unholy gets to keep Army of the Dead. Mass Animate Dead seems more appropriate for them than for Blood if it has to be limited to a single spec, even if the taunting doesn't make any sense.

Comentario de yuyang0224

on 2014-04-06T07:08:42-05:00

\r\rBecause Mages brought the least to a raid (TW does not count as everyone and their dog can bring Hero)\r\r\r\rWho knows, AM might change to affect damage instead of\/as well as healing (like it used to)\r\rDoes make a point, but I believe the one who bring least benefit to raid is hunter, even rogue has smoking bomb.\r\rShould they make AM affect damage, it would totally contradict the philosophy develop team claim and actions they took, like removing banners from warrior, totem from shaman.

Comentario de DevilesDog

on 2014-04-06T08:28:38-05:00

Because Mages brought the least to a raid (TW does not count as everyone and their dog can bring Hero)

Who knows, AM might change to affect damage instead of\/as well as healing (like it used to)

Does make a point, but I believe the one who bring least benefit to raid is hunter, even rogue has smoking bomb.

Should they make AM affect damage, it would totally contradict the philosophy develop team claim and actions they took, like removing banners from warrior, totem from shaman.

Hunters can bring every buff in the game and they have the no interrupt and cast on the move niche, that's their thing :P

When I said affect damage by using the old AM mechanic it also reduced healing taken, so it had it's drawbacks on certain fights ^^ I'd prefer that over a straight damage boost

Comentario de bromil

on 2014-04-06T10:31:18-05:00

"Draenor Perks\r\r As we suspected, Draenor Perks will be learned randomly between 91 and 100. The reason for their randomness is to provide variety, and also to remove the problem of choice, and the pressure of making the wrong choice."\r\rRemoving the problem of choice.... last time I knew choosing or having choice wasn't really a "problem"\r\rNo, the problem is when a portion of the playerbase proclaims what the "correct" choice is and that there's something wrong with anyone who chooses the alternatives.

Comentario de pipopoke

on 2014-04-06T12:54:33-05:00

at first I thought it was a MAD article...

Comentario de emdmattuk

on 2014-04-07T15:37:49-05:00

who care if someone thinks I've picked the wrong perk? Thats their problem not mine

Comentario de Azrile

on 2014-04-07T21:39:43-05:00

who care if someone thinks I've picked the wrong perk? Thats their problem not mine\r\rAnd who cares about what order you get something that is barely going to affect anything. By the time you are 99, you will have them all. It is not like talents where you have to make a real choice.\r\rIt is cool that they are trying something new though.

Comentario de Entrophius

on 2014-04-09T20:39:39-05:00

So, some death knights (blood with the current notes) can raise an army of ghouls, but they can't raise a single ghoul at a time? that's just stupid...

Comentario de Kaelgan

on 2014-04-15T03:19:19-05:00

at first I thought it was a MAD article...\r\rheh. All these nerfs are pissing me off and Chadd just sits there saying, "What, me worry?"